DevTracker

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#80
So you accept my premise for combat then? Because my statements were never about the attached lore
Despite his style of expression, I don't think his statements were ever really about the attached lore either. The lore was really an attempt to inspire deeper thoughts that might lead to fascinating mechanics combination. Just as your statements about the mechanics were an attempt to boil them down to base components for the purpose of functionality. For a good game to be made, one needs both that inspiration and that functionality.

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Having your efficacy based on your loadout isn't the antithesis of the idea of having all the tools you need to win?
Whether it is or isn't doesn't come down to a simple yes or no question, it depends on what amount of difference these loadouts make. If a game intends on having it so every loadout incorporates "all the tools to win", it doesn't necessarily mean it grants the player the same amount of advantage or disadvantage in every situation.

In other words: Are we talking Possible VS Impossible OR are we talking Optimal VS Sub Optimal (and to what degree)?
This is a very important thing to clarify, as simply having classes/roles/loadouts in a game does not automatically state where things fall on that scale. Having each class/role/loadout offer something unique and interesting doesn't either.

And, as we have established that player's will seek out what is optimal, a game doesn't have to go to the extremes of possible VS impossible for players to care how optimal their class/role/loadout is for any given scenerio.

Bonus round: in an open world game, you won't know what you need, which is where my loadout balance argument comes from: when you don't know what you need, the tendency is to take a weapon/ability/etc that works the best for the most common or most annoying scenario, depending on how those are balanced
True to some degree. Though depending on how those are balanced, the player's tendency is also often to take what they most enjoy/most prefer to play as/how they like to approach situations. And depending on what it takes to swap, the player's may choose to swap or not depending on how much of an advantage or disadvantage there happens to be at the time.

As a rule, if a game seeks to create "interesting choices" there has to be some amount of relevance-to-viability-per-approach-and/or-scenario based on what they choose. How big that will be depends on the game in question, but it has to exist to some level. If every choice has the same result, it isn't interesting.

So one has to ask, does the game in question intend to have interesting choices pre-combat, during-combat, or both?
If there is to be some amount of interesting choices pre-combat, there has to be some amount of situationally "better and worse" choices that can be made. While that can lead to newer player's making mistakes (worse choices), it can also lead to those players feeling they earned victory bu either overcoming a disadvantage or learning (the better choice).
Whether that experience is enjoyable or frustrating is largely a matter of how well crafted it all is.
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#1
Hello everyone.

I wanted to give you a quick update on the new website. Originally we had wanted to deploy this today, Wednesday, Nov 2. However, the site is not quite done yet. I'm working with a new framework that is much better than the old site, but its taken me more time to get used to its quirks than I planned.

At the same time, I also have a lightbulb go off this morning about how to handle Em-8ER's metagame in a very elegant fashion. I think I will be able to combine terraforming, community goals, individual goals, resources, invasions and progression in a very simple and elegant way.

I'm pretty excited about the simplicity of the idea and how well I think it could work. I wanted to spend some extra time developing it and making it a part of the new site. It should not take long, as the idea is very simple to explain, which is why I like it so much.

I don't yet have an ETA on the site, but I just transferred over all the old blog posts and am reformatting them now. Then I need to write the new post on the progress of the in-game THMPR model, which is looking very sweet (thanks, Joe!).

I'll keep you posted on a daily basis and let you know when we are close. Thank you!
 

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#40
...yet. Players always ask for PvP. I wouldn't put it past grum to introduce a new faction later.
I understand your concerns, but it's not something to be wary of in this case.
The choice for no PVP in Em-8er is not because we don't want it, it's because we must have a laser focus in order to get the game made. That in mind, we are very aware of the common want for PVP. If someday, after the core PVE experience is out, financially successful, and we get to a certain hefty surplus of funds. We can then consider doing PVP.
If and when that day comes, PVP will be treated as it's own beast. It will have it's own frame set ups/classes/builds/weapon (or whatever way we go with) balance that is essentially separate from what players have in PVE. Under a pvp model, we would certainly strive to ensure that there would be a reasonable balance in the relationship between the various play style options.
So however melee might be implemented into Ember's PVE does not dictate how it might be integrated into a hypothetical Ember pvp model.